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Portal 2 (Windows, Mac OS X, Linux)
| Portal 2 |
|---|
|
Developer:
Valve
|
| This page sucks. If you could make it suck less, that would be awesome. Specifically: This is a really good game and deserves better than this horribly-formatted todo-filled piece of trash. |
Portal 2 doesn't have any cake, but there's plenty of space to move around and find unused things in. The game's ending leaves several questions unanswered, although one was eventually answered as a DLC in The Elder Scrolls V: Skyrim.
| To do: A whole bunch of stuff.
|
Contents
Sub-Pages
| Unused Lines Cave Johnson has a lot of unused lines. |
Unused Speech
| To do: More unused GLaDOS taunts, referencing Chell by name, and Portal leftovers. Also, upload the dialogue files separately, not merged into one. |
| Listen | Line Summary |
| Unused prerecorded messages from chapter 1 which are replaced by Announcer's prerecorded messages. | |
| Unused speech from the scene where GLaDOS is reactivated. | |
| These are thought to be from an unfinished scene in which you'd hear a recording of Caroline getting forcibly turned into an AI. | |
| Extended unused speech of Wheatley talking about nanobots. The dialogue is shortened in the final. | |
| An alternate version of meeting potato-ized GLaDOS. In one version of the script, she continued being a snarky jerk at you even while impaled on your Portal Gun. This got on testers' nerves very very quickly. | |
| From an earlier version of the co-op plot, in which GLaDOS sent Atlas and P-Body out to find "artifacts" of the long-dead Aperture workers (coffee cups and such) to make them more human. Here, they've found a certain newspaper comic strip, presumably Garfield. | |
| This was heard when the co-op demo was completed when the game was being played at PAX. | |
| A snippet of dialogue from Dr. Kleiner in Half-Life 2, called error.wav in the game files. It plays when the game fails to load a required sound file, something that doesn't usually happen unless the game has been modified or improperly installed. It is most commonly heard in community maps, if custom sounds are not properly packed into the BSP file. It can also rarely be heard in the PS3 port when interacting with the buttons next to the vitrified test chamber doors, though it is unknown why this is, or if it occurs in other versions of the game. |
Unused Sounds
Even though the Adhesion Gel was cut, the sounds for it still exist in the final game.| Listen | Sound Summary |
|---|---|
| 5 seconds of pink noise. Likely used for testing. | |
| Entering adhesion gel. | |
| Exiting adhesion gel. | |
| Unused paint idle SFX. | |
| Unused paint trickling sound effect. |
Portal leftovers
| Listen | Sound Summary |
|---|---|
| Portal leftovers. | |
| File:Portal 2-portalgun rotate loop1.ogg | |
| Turrets | |
| Unused line for when the player is spotted by a Turret. | |
| Unused line for when a Turret is searching for the player. | |
| Unused line for when a Turret is shooting at the player. | |
| Unused lines for when the player knocks down a Turret. | |
| Unused lines for when the player picks up a Turret. | |
Unused Music
| Listen | Music Summary | ||
| A beep sound that was used as a placeholder for the real music cues. This is the same beep that is used in HL2 when you die | |||
| This was originally meant to play after jumping a second time trying to say "apple", but its soundscript points to the final track, causing that to be used instead. | A fragment of "Self Esteem Fund" from the first Portal, followed by a spark sound effect. | ||
| Workshop maps made in the Perpetual Testing Initiative will randomly choose between five music tracks. This one is listed along with them, but is never chosen. |
Turret Wife Serenade's Internal Name
Going through game_sounds_music_a2.txt will reveal the internal, possibly original, name for the "Turret Wife Serenade" track.
// // sp_a2_laser_vs_turret // // Ode to Lamkin "music.sp_a2_laser_vs_turret_r1"
Unused Textures
Adhesion Gel
A gel which, when used with portals, would allow the player to walk on the walls and ceiling of test chambers. While this may sound neat, it proved to be disorienting and cause motion sickness among playtesters. This led to it being cut from the game (and eventually replaced by reflection gel). The gel was made purple as a placeholder during development; a final color was never decided on before the gel's removal. All of the Adhesion Gel-related textures and particles remain in the final game. Because of this, several community map-makers have tried (with varying success) to implement it in their maps. A video of it (albeit after the effects were removed) can be found here.
Note that "Adhesion Gel" is a fan-made name. It has never been officially used by Valve, who simply call it "sticky gel" or "stick paint". However, the term has become almost universally known within the community, so it is used here.
Reflection Gel
An unused gel type that reflects lasers. Added in the PeTI update, and can be added into a map by setting the Paint Type keyvalue to 1 (Stick). It replaces the Adhesion Gel that was dummied out before the PeTI update was released, although it still contains all of the Adhesion Gel effects that made it into the final game.
The gel uses the same color as conversion gel when painted on a surface, but the blob texture is separate and can be customized in maps. Due to this and the fact that it is still usable (to some effect), it has been used by some community map-makers in their maps, with only minor problems with animation and textures. A video of the gel can be found here.
Placeholder Graphics
Two placeholder graphics found exclusively in the PS3 version of the game.
Unused Entities
To do:
|
Schrödinger's Cube
The Schrödinger's Cube is an unused Reflection Cube variant introduced in the Peer Review DLC. It is implemented as cube type 5 on the existing prop_weighted_cube entity. The cubes would be placed in pairs and linked together. When a laser enters one cube, it will come out of the cube it is linked to. Fizzling or painting one cube will also do the same to the other one (a behavior which is mentioned in The Final Hours of Portal 2). Additional skin slots were added to the reflection cube model and are used for these, though the textures themselves are missing.
While fully implemented in the game, the Schrödinger's Cube is not usable in maps, as Valve hardcoded them to change into normal reflection cubes on spawn. As a result, they are unable to link together, and do not do anything even if the cube type is changed mid-map; though they will use the correct skins in this case. It's possible to re-enable them by changing a specific byte in the DLL using a hex editor. The mod Portal 2: Community Edition has also re-enabled the cubes by default.
| To do: What byte needs to be changed to enable this? |
The Schrödinger's Cube is unrelated to the used "Schrodinger's Catch" achievement. According to comments in the code, Valve intended to re-enable them in the Perpetual Testing Initiative update. Clearly they forgot to do that.
Camera
References to a camera weapon can be found scattered throughout the game files. One of these takes the form of a full unused texture for a camera model, likely a world model, simply named "camera.vtf". In addition, there are references to an HUD icon for this camera at "hud_icon_camera.vtf", along with several other similarly themed cut HUD icons, presumably remnants of F-Stop.
Chicken
| To do: Investigate this. There may be more chicken references left in the code. |
The most bizarre entity by far is a chicken. It has a script named "npc_sounds_chicken.txt" with five clucking sounds, a squawk, and a startled noise listed. According to a comment in the script, "strider footsteps are heard everywhere in map". There is also a HUD icon named "hud_loc_chicken". There is also a particle named "chicken.pcf", and a sound effect of the Team Fortress 2 grenade launcher named "chicken_tube". The sound file can be heard below.
This NPC was likely a part of F-Stop in some form.
Hover Turret
An unused turret with the unique ability to shoot a light blue laser that causes damage to the player. Unlike the Thermal Discouragement Beam, the laser does not impede the player's movement, and does not affect the game environment or mechanics. The turret does not appear in any of the final game's maps, but can still be spawned using the developer console. When spawned in the final game, the lack of a model means that it shows up as a bright blue "ERROR" sign, although it still retains its laser function.
Pre-release screenshots show that the turret originally didn't hover, but was attached to the ceiling via a wire, and used the model of the curiosity core from Portal. It could also be carried around like a normal turret.
Early Furniture
Some of the items in the motel room at the start of the game could fold out. Likely a leftover from the aforementioned F-Stop. As seen in this demo intro, furniture would fold in order to reveal the room being a simulation.
broken_tube_suck
The particles used for the cut Pneumatic Diversity Vent (see the prerelease page.) still exist in the final game under the name broken_tube_suck. As the vents are not used, neither are the particles. While this was to be used for the Diversity Vents, they are actually a leftover from Portal - specifically in the second escape map when the player has to smash a pipe to get access to the cubey goodness within.
Futbols
The game has coded and modeled entities for small fragile spheres called "futbols". It comes in two versions: glass, and bomb. There are special spawner entities, with models, for both. The bomb version was reused for the redirectable bombs in the final game with a different model. Judging by the map "mp_futbol_01" these are very likely remains of the Competitive Multiplayer Portal 2, which was reworked into Co-op very early on as the matches quickly became hectic and confusing. The objective would have been to redirect a bomb of sorts into other players using portals.
Point indicators
The game has unused point indicators as seen in the first second of the video. Probably used for multiplayer testing or the early multiplayer concept with the Futbols.
Puzzle Maker
Devtest Puzzle
| To do: Was the editor version "9" when the DLC first came out? |
Present in SteamApps\common\Portal 2\sdk_content\puzzles is devtest.p2c, a Perpetual Testing Initiative custom puzzle made by the developers to test the editor. You can play and edit it by copying the file into SteamApps\common\Portal 2\portal2\puzzles\your_steam_id. It appears as a nameless entry under Create Test Chambers. It has no image, and appears to have every object available in the editor placed in a room the same size as, and obviously based on, the blank template. The line "Version" (which is the version of the editor the puzzle was made in) has the value "9", rather than "14".
Three of the Cube Droppers are missing connections. This is either because the level was only meant to test the editor rather than gameplay, or Cube Droppers had different settings in earlier versions of the editor.
Unused Palette and GUI Icons
| To do: Upload the rest of the icons. |
The folder portal2_dlc2/materials/puzzlemaker/palette contains all of the item and GUI icons, plus several extras not used in-game. These include a crusher, a large Faith Plate, and an unidentifiable "ghost" panel.
Paint Fizzler
An unused variant of the fizzler which destroys paint passing through. The entity itself (trigger_paint_cleanser) is used in-game to prevent using paint in certain locations, but it never appears as a fizzler. An unused particle (paint_cleanser.pcf) is present in the game files as a red version of the fizzler from the original Portal. Additionally, Paint Fizzler instances can be found in the instances/gameplay folder.
Interestingly, the only cut map referencing the Paint Fizzler in its name is a co-op map. This implies that paint fizzlers may have been co-op exclusive.
Unused Bitmaps
Scrapped Paint Gun
During development, the developers used a paintgun for gels. The gun was from a student game called Tag: The Power of Paint, in which the player could paint the environment to add and remove paint with various effects. The Repulsion and Propulsion Gels are two of the paints actually used in that game. Developer commentary mentions that the player would be given the gun, so they could paint the grounds and walls to complete test chambers. However, it would cause confusion towards players not knowing exactly where to place what paint, as well as destroy the aesthetic of the game.
It was ultimately removed in favor of keeping the game simple by using only the Portal Gun to manipulate puzzles. The idea was revived in the standalone release of the mod Aperture Tag in 2014, which was approved by Valve themselves and is available through Steam. The paint gun seen within that is not a C++ entity though, but simply changes the Portal Gun model and uses standard Source entities to make it shoot paint.
Many paint gun-related assets remain in the game files, including HUD icons and particles. Two entities for the paint gun, weapon_paintgun and item_paint_power_pickup, appear in Hammer. However, they are no longer implemented in the engine and will not spawn in-game.
Pirate Speak
Added in an update on October 31, 2018 according to SteamDB, Portal 2 has translation files for a pirate language. This does not appear in the list of available languages in Steam. The only way to enable it is by adding -language pirate to the game's launch parameters, or replacing the files for another language. Only some text is changed, with others either using their default English strings or not appearing at all. None of the audible voice lines are translated, but subtitles are; however, the subtitles are not used by default as there is no subtitles_pirate.dat file. This can be fixed by running subtitles_pirate.txt through captioncompiler.exe, located in Portal 2/bin/.
Unused Map Names
Challenge Mode
All single player maps have proper map names, including ones not normally playable in Challenge Mode. These maps and their names are listed below. The map names are stored in Steam\SteamApps\common\Portal 2\update\resource\basemodui_tu_english.txt.
| Map Name | Translation Token | Challenge Mode Name |
|---|---|---|
| Chapter 1 | ||
| sp_a1_intro1 | SP_MAP_NAME_CH1_MAP1 | Container Ride |
| sp_a1_intro2 | SP_MAP_NAME_CH1_MAP2 | Portal Carousel |
| sp_a1_intro7 | SP_MAP_NAME_CH1_MAP7 | Secret Panel |
| sp_a1_wakeup | SP_MAP_NAME_CH1_MAP8 | Wakeup |
| Chapter 2 | ||
| sp_a2_laser_intro | SP_MAP_NAME_CH2_MAP1 | Laser Intro |
| sp_a2_catapult_intro | SP_MAP_NAME_CH2_MAP5 | Catapult Intro |
| Chapter 5 | ||
| sp_a2_bts6 | SP_MAP_NAME_CH5_MAP4 | Tube Ride |
| sp_a2_core | SP_MAP_NAME_CH5_MAP5 | Core |
| Chapter 6 | ||
| sp_a3_00 | SP_MAP_NAME_CH6_MAP1 | Long Fall |
| Chapter 8 | ||
| sp_a4_intro | SP_MAP_NAME_CH8_MAP1 | Test |
| Chapter 9 | ||
| sp_a4_finale1 | SP_MAP_NAME_CH9_MAP1 | Finale 1 |
| Chapter 10 | ||
| sp_a5_credits | SP_MAP_NAME_cH10_MAP1 | Credits |
In addition, if the player adds those maps to the Challenge Mode map list (Steam\SteamApps\common\Portal 2\portal2_dlc1\challenge_maplist.txt) the game makes use of those map names in the Challenge Mode menu (except the Credits map, which never appears). They are fully playable although they lack dedicated goal points. The "Level Completed" screen will come up when the player hits the level transition trigger. The Steam server correctly records the player's times and scores. The Community Data chart is also available on these maps, with the somewhat expected number of Fewest Portals records.
Cut Maps
Portal 2 keeps a list of resources used in each map under the Portal 2\portal2\reslists folder. These files are used when downloading the game to determine what assets are needed to load each map, but do not serve any purpose after that. Resource lists and sound lists exist for every single-player and co-op map in the game, as well as many, many extras that do not correspond to any map in the final game. No resource lists exist for the Art Therapy co-op DLC maps, or anything added in the PeTI update.
Interestingly, there are way more cut co-op maps than cut single-player maps. The used single-player maps all stick to a "sp_a#_MAP_NAME" convention, with # being the "act number" somewhere between one and five. This must have been a late addition, because the old prototype maps don't follow this convention.
You can also see hints of unused concepts in the map filenames, such as adhesion gel ("paint_stick") and rockets.
Unfortunately, the contents of these files are of little value, and the maps themselves do not exist in the files. So you can't play any of these early maps, or even see what they looked like. Bummer!
| Map Name | Notes |
|---|---|
| aperture_training_doors | |
| background_menu | Portal 2 uses background videos, instead of 3D background maps. |
| demo_catapult | Portal 2 has no publicly available demo version. |
| demo_intro | |
| demo_lasers | |
| demo_paint | |
| demo_tbeam | |
| demo_underground | Nearly identical to sp_a3_03 with slight differences. |
| demo_wakeup | |
| devtest | Map the developers probably used as a sandbox. |
| e3_paint_jump_bomb_flings | Maps for an E3 demonstration. |
| e3_paint_speed | |
| e3_paint_speed_tbeam | |
| e3_suction | |
| e3_trust_fling | |
| fizzler_test | A small room testing different fizzlers, including ones from Portal. |
| lab_01 | F-Stop maps. |
| lab_02 | |
| lab_03 | |
| lab_04 | |
| lab_intro | |
| mp_coop_2guns_bridge_jump | Likely referring to the paint gun - either both players would have had both guns, or one player would have had a paint gun and the other a portal gun (like in Aperture Tag). Adhesion Gel references can also be seen here. |
| mp_coop_2guns_bridge_stick | |
| mp_coop_2guns_bridges | |
| mp_coop_2guns_bridges2 | |
| mp_coop_2guns_flingstick | |
| mp_coop_2guns_guardian | |
| mp_coop_2guns_intro | |
| mp_coop_2guns_longjump_intro | |
| mp_coop_2guns_longjumps | |
| mp_coop_2guns_swap | |
| mp_coop_2guns_walljumps | |
| mp_coop_animation_test | |
| mp_coop_button_tower | |
| mp_coop_crusher | |
| mp_coop_double_catch | |
| mp_coop_dueling_tbeams | |
| mp_coop_fling_train | |
| mp_coop_laser_1 | "mp_coop_laser_2" does exist |
| mp_coop_laser_3 | |
| mp_coop_laser_bypass | |
| mp_coop_laser_redirect | |
| mp_coop_lobby | "mp_coop_lobby_2" does exist, and is the co-op hub room, sans DLC area |
| mp_coop_mic_calibration | A separate map for microphone calibration? |
| mp_coop_paint_bridge_02 | "mp_coop_paint_bridge" does exist |
| mp_coop_paint_bridge_intro | Apparently Valve decided bridge painting didn't need an introductory level after all. |
| mp_coop_paint_crazy_box | This map name exists in Art Therapy, suggesting that this was a concept saved for the DLC |
| mp_coop_paint_fizzler_intro | "Paint fizzlers" exist in the game's code, and remove gel passing through them. |
| mp_coop_race_1 | "mp_coop_race_2" does exist |
| mp_coop_race_3 | |
| mp_coop_rat_maze_2 | "mp_coop_rat_maze" does exist |
| mp_coop_rocket_block | |
| mp_coop_separation_1 | Also re-used for Art Therapy? |
| mp_coop_start_02 | "mp_coop_start" exists, and it is the only co-op Calibration Course map. |
| mp_coop_start_03 | That means the calibration course was drastically shortened, or merged into one map. |
| mp_coop_start_pax | Likely a version of the calibration course to be shown at PAX demos. |
| mp_coop_start_sfm | A version optimized for the Source Filmmaker? SFM was used for the Portal 2 commercials |
| mp_coop_tbeam_1 | |
| mp_coop_tbeam_fling_float_1 | |
| mp_coop_tractor_up_sfm | Another Filmmaker version...? |
| mp_coop_trap_1 | |
| mp_coop_vertical_crushers | |
| mp_coop_vista | |
| mp_coop_wall_1 | mp_coop_wall_2 exists, it's a light bridge-centric map. mp_coop_wall_5 also exists |
| mp_coop_wall_3 | |
| mp_coop_wall_4 | |
| mp_coop_wall_6 | |
| mp_coop_wall_catch | |
| mp_coop_wall_intro_train | |
| mp_coop_wall_stop | |
| mp_coop_wall_straight_jump | |
| mp_futbol_01 | Conspicuously, this doesn't contain "coop" in the name. A glass futbol battle arena? |
| portal_placement_on_paint_test | Conversion gel testing, likely. |
| pressdemo_01 | Portal 2 press demo given to reporters. There's constant references to "vista" in these maps. The final game uses this term to refer to the large, open behind the scenes areas. |
| pressdemo_02 | |
| pressdemo_03 | |
| pressdemo_03_vista | |
| pressdemo_04 | |
| pressdemo_05 | |
| pressdemo_06 | |
| pressdemo_06_vista | |
| pressdemo_coop_doors | |
| pressdemo_coop_laser_2 | |
| pressdemo_coop_laser_crusher | |
| pressdemo_coop_paint | |
| pressdemo_coop_paint_come_along | |
| pressdemo_coop_race_2 | |
| pressdemo_coop_straight_jump | |
| pressdemo_coop_wall_5 | |
| pressdemo_coop_wall_catch | |
| pressdemo_coop_wall_intro | |
| pressdemo_glados | |
| pressdemo_laser_stairs | |
| pressdemo_paint_bounce | |
| pressdemo_paint_speed | |
| pressdemo_reconfigure | |
| pressdemo_sphere | |
| pressdemo_suction | |
| pressdemo_tbeams | |
| puzzle_chickens | Indicating that the cut chicken entity was somehow a puzzle element? |
| sp_a1_intro1_new_container | Likely used for playtesting a different form of the "hotel room" you start in. |
| sp_a2_ring_around_turrets | This, sp_a2_turret_tower, and sp_a3_02 were likely cut late in development, as they follow the "sp_a#" naming of the final maps. |
| sp_a2_turret_tower | |
| sp_a3_02 | "sp_a3_00", _01, and _03 do exist |
| sp_angled_bridge | |
| sp_assisted_angle_fling | |
| sp_bottomless_pit | |
| sp_box_goalie | |
| sp_box_over_goo | |
| sp_bridge_climb | |
| sp_bridge_laser | |
| sp_building_the_floor | |
| sp_catapult_box_smuggle | Hinting that there were lots of faith-plate chambers Valve was toying with. |
| sp_catapult_course | |
| sp_catapult_fling_intro | |
| sp_catapult_laser_flings | |
| sp_catapult_multifling | |
| sp_catapult_over_tower | |
| sp_checkpoint_intro | |
| sp_climb_for_los | Likely related to LOS (line of sight) in some way. |
| sp_crusher_intro | |
| sp_destroyed_still_alive | |
| sp_escape_catapult | |
| sp_escape_paint_portal | |
| sp_escape_paint_speed_tbeam | |
| sp_fling_training | |
| sp_glados_01 | The overgrown GLaDOS chamber, but has better lighting and fog for some reason |
| sp_hole_in_the_sky | |
| sp_incinerator_01 | Likely an early incinerator test/mockup. |
| sp_intro_01 | sp_a1_introX maps do exist, but they only go up to 7. |
| sp_intro_02 | |
| sp_intro_03 | |
| sp_intro_04 | |
| sp_intro_05 | |
| sp_intro_06 | |
| sp_intro_07 | |
| sp_intro_08 | |
| sp_intro_09 | |
| sp_laser_intro | |
| sp_laser_power_bridge | |
| sp_laser_powered_lift | |
| sp_laser_redirect_intro | |
| sp_laser_relay_bridges | |
| sp_laserfield_intro | There is only one laserfield in the final, in sp_a4_laser_platform. |
| sp_paint_box_slime_hop | |
| sp_paint_bridges | Bridge-painting only exists in co-op. There's no SP maps with both gel and a bridge. |
| sp_paint_jump_angled_fling | "jump paint" = blue repulsion gel. |
| sp_paint_jump_artillery | |
| sp_paint_jump_box_wall_jumps | |
| sp_paint_jump_clean_box | |
| sp_paint_jump_crazy_box | "crazy box" likely means a blue-painted cube, as in the existing sp_a3_crazy_box |
| sp_paint_jump_flings | |
| sp_paint_jump_intro | |
| sp_paint_jump_pinball | |
| sp_paint_jump_redirect_bomb | |
| sp_paint_jump_spiral_jumps | |
| sp_paint_jump_tbeam | |
| sp_paint_jump_trampoline_intro | |
| sp_paint_jump_wall_jumps | |
| sp_paint_jump_wall_jumps_gap | |
| sp_paint_portal_placement | |
| sp_paint_speed_flings | Probably an early version of sp_a3_speed_flings |
| sp_paint_speed_intro | Probably an unused propulsion gel intro, akin to the repulsion gel intro. |
| sp_paint_speed_racer | |
| sp_paint_speed_ramp | Probably an early version of sp_a3_speed_ramp |
| sp_paint_speed_rocket | |
| sp_paint_stick_catapult | "Stick paint" was the cut adhesion gel. |
| sp_paint_stick_climber | |
| sp_paint_stick_cube_painting | |
| sp_paint_stick_fling | |
| sp_paint_stick_goo | |
| sp_paint_stick_intro | |
| sp_paint_stick_jump | |
| sp_paint_stick_jump_fling | |
| sp_proto_sphere_escape | |
| sp_proto_sphere_intro | |
| sp_proto_sphere_reroute | |
| sp_pull_to_fling | |
| sp_richard_sphere | Likely refers to Wheatley's placeholder voice actor during development, Richard Lord. |
| sp_rocket_box_trigger | Possibly referring to the "rocket turret", like the one in the ending of Portal? |
| sp_rocket_laser_lift | |
| sp_rocket_redirect | |
| sp_rocket_turret | |
| sp_rocket_turret_intro | |
| sp_sabotage_tube_ride | |
| sp_sabotage_01 | |
| sp_sabotage_jailbreak | |
| sp_sabotage_jailbreak_03 | There's no jailbreak_02, either used or unused. Odd. |
| sp_sabotage_offices | |
| sp_sabotage_panel_sneak | |
| sp_sabotage_turret_factory | In the final game, you do sabotage a turret factory. |
| sp_security_intro | |
| sp_shoot_through_wall | |
| sp_sphere_2nd_encounter | |
| sp_sphere_3rd_encounter | |
| sp_sphere_intro | |
| sp_sphere_wall | |
| sp_suction_turrets | Diversity Vents? |
| sp_tbeam_box_over_goo | |
| sp_tbeam_box_smuggle | |
| sp_tbeam_ceil_button | |
| sp_tbeam_cut | |
| sp_tbeam_get_height | |
| sp_tbeam_goo_ride | |
| sp_tbeam_turret_towers | |
| sp_tbeam_wall_button | |
| sp_temp_portal_gun | |
| sp_temp_sphere_1 | |
| sp_temp_sphere_2 | |
| sp_temp_sphere_3 | |
| sp_temp_sphere_4 | |
| sp_tube_blockage | |
| sp_tube_vista | Vista again! |
| sp_turret_intro | |
| sp_turret_islands | |
| sp_unassisted_angle_fling | |
| sp_under_cave_transition_1 | |
| sp_under_cave_transition_2 | |
| sp_under_liftshaft | |
| sp_under_potatos | |
| sp_under_stick_catapult | |
| sp_under_stick_goo | |
| sp_under_stick_intro | |
| sp_underground_paint_stick_goo | |
| sp_vista_placeholder | Another vista. |
| sp_vista_roast_beef | Related to the removed roast beef dinner. Quote from The Final Hours of Portal 2: "...In one sequence that didn't make the final game, players would arrive at the start of the new puzzle and see a candlelit roast beef dinner sitting on a table, prepared by GLaDOS. Coming closer, you realize the roast beef is ice-cold, and then hear GLaDOS chastising you for missing dinner because you were too busy cheating on her with a personality sphere." |
| world_animation_zoo | Probably a "zoo" map with many common models and their animations. |
Hidden Monitor
The area where Wheatley announces his upcoming big surprise includes a monitor. This monitor acts like the other ones and can be broken. It is never triggered to extend, however, and can only be seen by using the developer console. The command ent_fire wheatley_monitor-relay_deploy_15degrees trigger will manually trigger the monitor. Breaking it will, like all other monitors, make Wheatley complain about it.
| The Portal series | |
|---|---|
| Windows, Mac OS X, Linux | Portal • Portal 2 |
| Related games | |
| Windows, Mac OS X, Linux | Tag: The Power of Paint • Aperture Tag: The Paint Gun Testing Initiative • Portal Stories: Mel |
- Games developed by Valve
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- Windows games
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- Games released in 2011
- Games with unused areas
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- Games with hidden development-related text
- Games with unused enemies
- Games with unused objects
- Games with unused graphics
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- Games with unused music
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- Pages requiring cleanup
- To do
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- Portal series
Cleanup > To do
Cleanup > To investigate
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused characters
Games > Games by content > Games with unused code
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused music
Games > Games by content > Games with unused objects
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